Eomega

Eomega

Joined Member # 3036189
0 Posts 2 Replies 1,327 Reputation

here are some more shots everyone. I fixed the backwards-ness of the mesh. [IMG]http://img.photobucket.com/albums/v205/Azrel_Omega/SoaSE/ScreenShot_4.jpg[/IMG] [IMG]http://img.photobucket.com/albums/v205/Azrel_Omega/SoaSE/ScreenShot_5.jpg[/IMG] [IMG]http://img.photobucket.com/albums/v205/Azrel_Omega/SoaSE/ScreenShot_6.jpg[/IMG] [IMG]http://img.photobucket.com/albums/v205/Azrel_Omega/SoaSE/ScreenShot_7.jpg[/IMG] [IMG]http://img.photobucket.com/albums/v205/Azrel_Omega/Soa

2,178 Replies 5,339,856 Views

hey Stannum, I have been playing around with the exporter part some more, and Im having problems. When i export a mesh, it immediately mirrors the mesh ingame, so something that should be on the left side is actually on the right side. Dont know if it is just the model Im exporting, havent tried to export any others yet. Thought I would let you know about this little bug, and another, when i mirror the mesh in Max before I link the points to the mesh, and then export it, the ship doe

202 Replies 386,048 Views

here is what you do, apply to the texture to the mesh, make sure that you set the UVs where you want. Now delete the textures. ok now start fresh by clicking the button that asks you what type of texture you want, select bitmap, but dont select the DDS texture. instead hit cancel, and it will take you to the same screen as normal but it will say none in the box. now rename the material name to that of the texture, for instance mine was fbattle.dds and then apply it to the model, and then add

202 Replies 386,048 Views

[quote] Theres a reason why theyr called max 9 and max 7. [/quote] you don't say? I never would have figured that without your wonderful deduction, Thanks! You are being asinine, I was informing the creator of this script of where it works, and where it doesn't, as is the rest of the people posting EO

202 Replies 386,048 Views

[quote] This is excellent because 3dsmax is my weapon of choice for modeling (many others too). I use 3dsmax version 6. Ill give this script a try later. However you should specify which version/s this script is intended for. [/quote] It works with My version of Max 5 so it should work with 6, especially being that its a script and not an importer. you did great work, and cant wait to try your export feature out. EO

202 Replies 386,048 Views

[quote] What do you mean? You can jump from any star, to any star. That was a design decision, and has been locked for a while. That said, the ability to jump from a planet in one star system to a planet in a another does exist -- but you have to add the lines in question "by hand". [/quote] how do you do this? I have made a map with several stars, each of them has a wormhole, but when I try and link the wormholes together it wont

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I have sent an email to you about it, I already have a site to work on, which is in the email.

3 Replies 6,483 Views

Hello everyone, When I first saw Sins, I notcied the fighter support right away, and then I immediately thought about a Wing Commander mod, however Im a fan of WC, but not that big of a fan. I was then watching an Episode of Stargate Atlantis where they had a massive ship battle, and I thought about making a Stargate mod, that plus Im helping with a Stargate mod for another game. Anyhow, I was thinking about creating this mod, and I could sure use some help once the tools come out, an

3 Replies 6,483 Views